/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlComponent.h
This allows the caller to override the target that will have been calculated and cached at the start of the Physics Control Component update. This is unlikely to be useful when using the built in tick, but if you are manually updating the component then you may wish to call this after UpdateTargetCaches but before UpdateControls.
true if successful, and false if no cached target can be found for the bone.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool SetCachedBoneData ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName, const FTransform & TM, const FVector Velocity, const FVector AngularVelocity )